D&D's Magic Cards - Taking Full Command
/In the worlds made by Wizards of the Coast, we can hope for cross overs between their two immense games. Unfortunately, Dungeons and Dragons and Magic the Gathering have been largely distinct and separate for the many decades of their existence. Until now!
Adventures in the Forgotten Realms brought us many classic D&D tropes, classic characters, and settings. I was fully prepared for the set to enter Standard, and it to become a slice of Magic history. But lo, there are always more cards to talk about. The Commander preconstructed decks are themed around the iconic setting for D&D, and bringing our favourite TTRPG to multiplayer Magic.
The preconstructed decks feature obscure but loved characters from that setting to Magic as the flagship commanders of each of the four decks. With too many other new cards to consider, let’s look at those commanders up close.
The Command Zone
White, Blue, and Black in Magic is shorthanded to Esper. This Esper Commander really wants to grind levels and max out dungeons. I can see this being an interesting, alternate way to play reanimator, bringing powerful, immense creatures back from the dead. Cards like Fact or Fiction and Forbidden Alchemy allow you to go dungeon delving on other player’s turns. A very interesting, alternate way to play reanimator.
This Warlock sits in a very unique space. This could be one that draws me in as a Black/Red Control Commander, as he draws you cards with his Mystic Arcanum. The interesting part is the ramp, gaining extra mana from the cards he exiles is just the beginning. You generate Treasure from playing cards from exile, including effects like Suspend, Adventures, Madness, Foretell - the possibilities are endless, and that really excites me.
The Kindler of Hope is also the Kindler of Voltron. The Aura and Equipment deck is a classic in Commander and for those who enjoy Rafiq of the Many will enjoy this. It’s noteable that playing Sigarda’s Aid lets you play cards from the top at Flash speed for unexpected buffs. Sram, and Puresteel Paladin keep you in cards for equipment, while the many Enchantress effects also keep you flush with card advantage. Blue and Green gives you much in the way to defend your suited and booted board.
It’s time to go GRR. The Enrage trigger really makes me think back to Dinosaurs, but in any case, this acts for great flavour. A barbarian who’s rage and pain can call their dragon ancestors. Enabling it is fairly easy. New dice effects like Treasure Chest are an automatic inclusion. Other big Red and Green damage and combat effects are needed, and things that like summoning big creatures like Ogre Battledriver and Warstorm Surge.
Gathering Your Table
I love the flavour that four adventurers of different classes, which could make for a fascinating adventuring party take the helm in these Commander decks. The Warlock tempts me the most, with strange and dark Eldritch value. These decks are ready to go out the box, but feel even better when upgraded and tweaked with cards of your own.
Now we want to hear from you. Which commander interests you most? What would your character look like as a Magic card? Let us know in our discord server or in the comments below.
Adam Ray contributes much for adventurers here on Apotheosis Studios. As co-founder of fantasticuniverses.com, they write about card gaming and PC gaming to a corner of the internet he carved out themselves. On Youtube, they can be found game mastering for No Ordinary Heroes, or editing the antics on The Hostile Atmosphere. Find where they dwell by climbing their Linktree.